private void LoadBattleData()
 {
     #region Character Creation Variables
     List <BattleCharacter> tempCharacters = new List <BattleCharacter>();
     // temporary value
     int baseMovement = 5;
     // base this on rarity/level/armortype later TODO
     int baseHealth = 1824;
     // temporary value
     int baseInitiative = 6;
     #endregion
     MenuPartyData party          = GetMenuPartyData();
     int[]         partyMemberIds = { party.slotOneCharacterId, party.slotTwoCharacterId, party.slotThreeCharacterId, party.slotFourCharacterId };
     foreach (int id in partyMemberIds)
     {
         BattleCharacter   character     = new BattleCharacter();
         MenuCharacterData characterData = GetCharacter(id);
         if (characterData.name != null && characterData.name != "")
         {
             // set Name
             character.name = characterData.name;
             // set Movement range
             character.movementRange = baseMovement - (int)Mathf.Floor(characterData.armor / 2); // Light and Medium armor get movement of 5, Heavy gets movement of 4
             // set Max HP
             character.maxHp = (int)Mathf.Floor(baseHealth * (characterData.armor / 10)) + baseHealth;
             // set Initiative
             if (characterData.armor == 0)
             {
                 character.initiative = baseInitiative + (int)Mathf.Floor(Random.value * 20);
             }
             else if (characterData.armor == 1)
             {
                 character.initiative = (baseInitiative + 5) + (int)Mathf.Floor(Random.value * 20);
             }
             else if (characterData.armor == 2)
             {
                 character.initiative = (baseInitiative - 5) + (int)Mathf.Floor(Random.value * 20);
             }
             else
             {
                 Debug.LogError("Can not find out what armor character is wearing");
             }
             // set Damage Mod
             character.damageMod = 1;
             character.abilities = LoadAbilities(characterData.weapon);
             tempCharacters.Add(character);
         }
         else
         {
             Debug.LogError("character does not exist in party");
         }
     }
     battleCharacters = tempCharacters;
 }
Exemple #2
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    private UICharacter CreateUICharacter(MenuCharacterData character, DataController data)
    {
        UICharacter member = new UICharacter();

        member.id    = character.id;
        member.name  = character.name;
        member.level = FormatCharacterLevel(character.level);
        if (character.offHand > -1)
        {
            member.weapon = GetWeaponName(character.weapon, data) + " / " + GetWeaponName(character.offHand, data);
        }
        else
        {
            member.weapon = GetWeaponName(character.weapon, data);
        }
        member.armor   = GetArmorName(character.armor);
        member.quality = ColorConvertQuality(character.quality);
        return(member);
    }